Force Touch Events?

I can successfully overload and print out the values from:
touchesBegan:
touchesEnded:
touchesMoved:

When none of the touches are moving, there are no events generated. Is there anyway to force an update or get a list of all touches even if the touches are not in motion. I would like to know where all the touches are on every update frame of my game.

It's advisable to keep your own list of active touches. Add to the list in -touchesBegan:, compare pointers to figure out which one(s) you're dealing with in -touchesMoved:, and remove from the list in -touchesEnded: and -touchesCancelled:. This is really a bare necessity of processing touch events; unless I'm mistaken, when -touchesMoved: called, only touches that actually moved are passed to it. If there are active touches that didn't move, they won't be in its list.

Not sure what the code tags are, hope you dont mind. I've posted the three functions I'm using to capture the events. I believe these are standard implementations, but could be wrong. You can drop this into a iPad GLES project, watch the console and the following will happens.

Only the first finger down will generate a begin event.
Only the first finger will generate an end event.
No other finger will generate any event until the first finger moves.

I would love to get begin, motion and end events for any and all fingers. Seems odd that I can't.

Ok, I believe I have found the issue. I did go back once again and check to see if I had enabled multi touch, and I had not. It appears that it is not automatically set as I had thought. I am sorry for wasting everyones time. Thanks for the help.
T.
setMultipleTouchEnabled:YES